﻿// Upgrade NOTE: replaced '_World2Object' with 'unity_WorldToObject'

Shader "Custom/DiffuseVertex"
{
	Properties
	{
		_Diffuse("DiffuseColor",Color) = (1,1,1,1)
	}
		SubShader
	{
		Pass
		{
			Tags{"LightMode" = "ForwardBase"}
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "Lighting.cginc"
			fixed4 _Diffuse;
			struct a2v
			{
				float4 vertex:POSITION;
				float3 normal:NORMAL;
			};
			struct v2f
			{
				float4 pos:SV_POSITION;
				fixed4 color : COLOR;
			};
			v2f vert(a2v v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);//进行坐标变换
				fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz;

				fixed3 worldNormal = normalize(mul(v.normal, (float3x3)unity_WorldToObject));

				fixed3 worldLight = normalize(_WorldSpaceLightPos0.xyz);

				fixed3 diffuse = _LightColor0.rgb * _Diffuse.rgb * saturate(dot(worldNormal, worldLight));
				o.color = fixed4(ambient + diffuse,1);

				return o;
			}
			fixed4 frag(v2f i):SV_Target
			{
				return i.color;
			}
			ENDCG
		}
	}
		Fallback "Diffuse"
}
